I see you implemented a chance-to-hit penalty which makes sense but at the moment does not stack. It would be great if it multiplied with the bleeding damage value.
Also, "APLossFactor" is a nice idea. Waiting for a "CHTPenaltyFactor"
As far as I remember CTH penalty should stack. -1% CTH for every 1 "bleeding effect". I haven't tested it since 1.00 release. And it's probably not compatible with "show hit chance" mods (not gonna appear in the UI). I'm going to recheck this and fix, if it's not working. Also I'm going to add in-game options for CTH and APLossFactor properties with next feature release
This add more real to this game make it more fun, immersive and challenging. Devastating 1 shot just normal shotgun shot. Both us and enemy need more tactic so this is so good, Thump up.
It affects all Units, which can have Bleeding effect in vanilla. So basically any NPC, mercs and (probably) most of the animals. Mod does not change game rules how bleeding applies though. For example - friendly fire doesn't apply bleeding effect, because it's how vanilla bleeding mechanics works. I'll see how to change this behavior in the future In patch 1.1.1 bleeding is now applied to allies as well, so be accurate. I'm planning to do a game option to enable/disable this feature.
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I see you implemented a chance-to-hit penalty which makes sense but at the moment does not stack. It would be great if it multiplied with the bleeding damage value.
Also, "APLossFactor" is a nice idea. Waiting for a "CHTPenaltyFactor"
Does it affect any NPC or just your mercs?
For example - friendly fire doesn't apply bleeding effect, because it's how vanilla bleeding mechanics works. I'll see how to change this behavior in the future
In patch 1.1.1 bleeding is now applied to allies as well, so be accurate. I'm planning to do a game option to enable/disable this feature.